Night Wizard!:Game Master Rules
Game Master Rules
There's no substitute for the sense of accomplishment in weaving a story that unites its participants. To do this, the GM must perform their role in leading the way Explained here are rules such a GM must follow.
- 1 What's a Game Master?
- 2 The GM's Role
- 3 PCs are Wizards
- 4 The Characteristics of Wizards
- 5 Deciding Regulations
What's a Game Master?
This chapter of NW2 is written especially for the GM. It describes rules and techniques that, depending on the situation, can be useful to the GM in conducting the session. As you know, NW2 can't be played by oneself. Among the players, it's necessary for one to serve in the role of GM. The GM should prepare an adventure for the other players to experience, with dangerous situations fo them to encounter and a suitable finale.
The GM's Role
In NW2, the GM is also known as the Host Player. Other players will participate in the situations the GM creates using their own PCs. In other words, thought the GM is a passive participant in the game, until the end of the session they will have to actively guide the other players* to the objective of the scenario. Furthermore, between sessions they must create the scenario and the enemies and NPCs that will appear in it. This is a lot of work, but the game will reward it in full*. The sense of fulfillment from a session that has gone well is the height of satisfaction.
Leading the Game
Of course, it is not mandatory that the GM guide the players to a desired objective.
On the other hand, when things go wrong, you might get a sense of futility or loss. An upcoming section will describe how to avoid this. Incidentally, GMs are rewarded with experience points just as the players are.
PCs are Wizards
As has been stated before, the PCs of NW2 are beings known as Wizards.
Wizards employ powers beyond human understanding, grounded in Prana, to become the (hidden) heroes of the modern world.
The Wizards fight to protect this world against invaders from another, known as "Emulators." They have many reasons to fight. Wealth, fame, honor, duty, revenge... Wizards are not set in stone.
They are not all identical in their thoughts and beliefs.
Exorcists and Vampires, Apostles and Fallen Ones, and other parties hostile to each other exist among the Wizards.
Yet despite this hostility, they continue to live.
The World Barrier cannot easily be mended. If It were to be destroyed completely, it could likely never be recreated. The Wizards present a united front against those who would harm this barrier, whether they fight alone or with an organization. Though these enemies are usually beings from Rikai, in recent years, Wizards have occasionally begun to cooperate with the Maou against even greater foes.
The Characteristics of Wizards
Wizards are unrivaled existences within this world.
Their bodies operate under fundamentally different principles that the world is unable to influence.
They can fly with brooms in the sky, thumbing their noses at aerodynamics, and leap from planes in flight without the landing leaving them much the worse for wear.
Bullets shot by Innocents will not reach them.
As a rule, Wizards typically take one tenth of the physical damage that an Innocent would.
Emulators are the same.
This is tro say that Emulators also possess a resistance to "Common Sense."
The power of Wizards is the only force effectve against Emulators. None other can oppose them. Even if an Innocent shoots an Emulator with a handgun, they won't leave a scratch, but a bullet shot by a Wizard will surely make a mark.
When playing NW2, one must first decide the regulations of the game Regulations are rules created by the GM concerning how players may create their characters or how rules or data should be interpreted.
NW2 has two methods of character creation. Depending on the circumstances, one of them can be recommended for each session.
A one-off session not connected to any others is a "Monoplay." For Monoplay, characters should typically be created anew each time. The players at the table may have varying familiarity with the rules and with TRPGs in general. Therefore, Quick Starting is recommended for Monoplay.
Bringing Your Own
During Monoplay, there may be players that arrive with a rough idea of their character already. Whether a PC that has already been created may be used is up to the GM. The GM should take note of the Synth Level and Class Level. They should be around the same level as the other characters; if they're higher, it's best not to use that character.. Allowing a more powerful character risks having the obstacles the GM have prepared no longer be obstacles*, and overshadowing the other characters.
Even if the players aren't in a place to ask the GM's permission, that doesn't mean that they can't make their characters yet. As long as they understand the rules of Construction, they're welcome to draw up their character first to save time. The most important thing is to tailor the character to the Session. The Scenario Handout and Preliminary Notice may contain critical information and guidelines that would make the character unfeasible.
No Longer an Obstacle
In other words, the Scenario's enemies may be too weak, or the Difficulty Level of Judges too low. Conversely, if the enemies are made stronger to suit the powerful character, the lower-level PCs may be ineffective against them.
Sessions conducted in private with friends are called Casual Play. Casual Play has no particular recommended method of character creation. Players who don't have their own rulebook may prefer to use Quick Start, while others can use Construction/ Also, the GM can arrange for the players to create a rough idea of their characters beforehand.
In a Casual Play environment, Campaign Play could happen as well. With characters that develop gradually, Campaign Play is one of the most exciting ways to play NW2. In short, Campaign Play is using the same character across multiple scenarios. It's like the biography or film saga of a hero.